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- Xref: bloom-picayune.mit.edu rec.puzzles:18150 news.answers:3081
- Newsgroups: rec.puzzles,news.answers
- Path: bloom-picayune.mit.edu!enterpoop.mit.edu!snorkelwacker.mit.edu!usc!sdd.hp.com!cs.utexas.edu!uunet!questrel!chris
- From: uunet!questrel!chris (Chris Cole)
- Subject: rec.puzzles FAQ, part 9 of 15
- Message-ID: <puzzles-faq-9_717034101@questrel.com>
- Followup-To: rec.puzzles
- Summary: This posting contains a list of
- Frequently Asked Questions (and their answers).
- It should be read by anyone who wishes to
- post to the rec.puzzles newsgroup.
- Sender: chris@questrel.com (Chris Cole)
- Reply-To: uunet!questrel!faql-comment
- Organization: Questrel, Inc.
- References: <puzzles-faq-1_717034101@questrel.com>
- Date: Mon, 21 Sep 1992 00:09:26 GMT
- Approved: news-answers-request@MIT.Edu
- Expires: Sat, 3 Apr 1993 00:08:21 GMT
- Lines: 1553
-
- Archive-name: puzzles-faq/part09
- Last-modified: 1992/09/20
- Version: 3
-
- s Sunday School
- ss liner
- ss saints
- ss ship
- ss steamship
- st good man
- st hush
- st little way
- st paragon
- st road
- st saint
- st silence
- st stone
- st street
- st stumped
- st thoroughfare
- st way
- st weight
- stag speculator
- sten gun
- stet don't change it
- stir prison
- stop traffic signal
- sts saints
- sty filthy place
- stye eyesore
- su Soviet Union
- sub U-boat
- sub stand-in
- sub substitute
- sub warship
- supra over
- sure certain
- sw Cornwall
- sw Devon
- sw bridge opponents
- sw quarter
- sw south-west
- swift screecher
- swiss roll jammed cylinder
- sx Essex
- t Thailand
- t Tuesday
- t bandage
- t bar
- t bone
- t cart
- t cloth
- t cross
- t crossed
- t half dry
- t hundred and sixty
- t hundred and sixty thousand
- t junction
- t model +
- t peg
- t perfect letter
- t plate
- t rail
- t shirt
- t short time
- t square
- t tau
- t te
- t tea
- t tee
- t tesla
- t the
- t time
- t ton(ne)
- t tritium
- ta Territorial Army
- ta army
- ta cheers
- ta reserves
- ta soldiers
- ta terriers
- ta territorials
- ta thank you
- ta thanks
- ta volunteers
- tab label
- tace silence
- tag label
- tan beat
- tan brown
- tan maths function
- tar able seaman
- tar art nouveau
- tar sailor/salt/seaman
- tata Tosti's song
- tata goodbye
- tate gallery
- tau cross
- tay river
- tb torpedo boat
- td medal
- te Lawrence
- te note
- tea leaves
- tec detective
- ted Edward
- ted Heath
- tee peg
- teen old injury
- tees river
- tell archer
- temp secretary
- ten PM's address
- tene old injury
- tent wine
- ter three (triple)
- ter thrice
- test educational journal
- test examination
- test match
- teth Hebrew letter
- the article
- the articles - English
- ti note
- tic note
- tic spasm
- tic twitching
- tier row
- time father
- times daily
- timon misanthrope
- tin can
- tin cash
- tin money
- tin vessel
- tiny small
- tion empty container
- tit bird
- tit inferior horse
- tit poor horse
- tnt big banger
- tnt explosive
- tod fox
- todo commotion
- toe extremity
- toe member
- tom big bell
- tom cat
- tome book
- ton fashion
- ton hundred
- ton large amount
- ton weight
- tonne weight
- tor hell
- tor hill
- tor mountain
- tor point
- tor prominence
- tory Conservative
- tory party
- tory politician
- tp teepee
- tr Turkey
- tr transaction
- tr translation
- tram transport
- tree actor
- tres very (Fr.)
- tri three (triple)
- tri thrice
- troy ancient city
- troy old city
- try attempt
- try essay
- ts teas
- ts tees
- tt abstaining
- tt dry
- tt on the wagon
- tt race
- tt teas
- tt tees
- tt teetotal
- tt teetotaller
- tt thank you
- tu tradesmen
- tuck friar
- twelve eec
- two company
- u Conservative
- u Uruguay
- u Utah
- u about turn
- u acceptable
- u bend
- u boat
- u educational establishment
- u ewe
- u film
- u for all to see
- u high class
- u on view to all
- u posh
- u socially acceptable
- u suitable for children
- u superior
- u trap
- u tube
- u turn
- u union/Unionist
- u universal
- u university
- u upper class
- u uppish
- u upsilon
- u uranium
- u yew
- u you
- uc you see
- uk United Kingdom
- uk this country
- uk this island
- ule rubber
- ult last month
- um doubt
- um hesitation
- un United Nations
- un international
- un number one (Fr.)
- un one
- un one (dialect)
- un peacekeepers
- una number one (Ital.)
- unco very (Scot.)
- une number one (Fr.)
- uno international organisation
- uno number one (Ital.)
- up at university
- up excited
- up in court
- up mounted
- up riding
- up superior
- uq you queue
- ur ancient city
- ur hesitation
- ur old city
- ur primitive
- ur you are
- ure river
- uru Uruguay
- us America
- us American
- us as above
- us ewes
- us no good
- us transatlantic
- us undersecretary
- us use
- us useless
- us yews
- us you and me
- usa America
- use application
- use custom
- use employ(ment)
- use practice
- use practise
- ussr Soviet Union
- ut note
- ute half minute
- uu ewes
- uu use
- uu yews
- ux wife
- v Vatican
- v against
- v agent
- v bomb
- v day
- v five
- v look
- v neck
- v neckline
- v notch
- v opposing
- v see
- v sign
- v vanadium
- v vee
- v velocity
- v verb
- v verse
- v versus
- v very
- v victory
- v vide
- v volt
- v volume
- v win
- va Virginia
- vad nurse
- vale farewell
- vale goodbye
- vat tax
- vau Hebrew letter
- vb verb
- ve victory
- ver rev up
- very light
- vet surgeon
- vg for example
- vi half dozen
- vi six
- via old way
- vid see
- vid tanner/sixpence
- vide look
- vide see
- vin French wine
- vip big noise
- vip tanner/sixpence
- vir man/Roman
- vis viscount
- vj victory
- vo left hand
- vol book
- vol volume
- vy various years
- w Wednesday
- w Welsh
- w William
- w bridge players
- w direction
- w point
- w quarter
- w tungsten
- w watt
- w weak
- w west(ern)
- w whole numbers
- w wicket
- w width
- w wife
- w woman
- ward disadvantage (drawback)
- washington young feller
- we partnership
- we you and I
- wee little
- wee minor
- wee small
- who doctor
- wi Mayfair
- wi West Indies
- wi Westminster
- winner fabulous tortoise
- wise youth leaders
- wist knew (old word)
- women monstrous regiment
- woof bark
- wt small weight
- wt weight
- x Christ
- x PM's address
- x Xmas
- x across
- x body
- x chi
- x chromosome
- x cross
- x draw
- x ex,Exe
- x film
- x illiterate's signature
- x kiss
- x particle
- x ray
- x sign of love
- x sign of the times
- x spot marked
- x ten
- x ten thousand
- x thousand
- x times
- x unknown
- x vitamin
- x vote
- x wrong sign
- x xi
- xc ninety
- xi eleven
- xi side
- xi team
- xl excel
- xv side
- xv team
- y alloy
- y chromosome
- y level
- y measure
- y moth
- y one hundred and fifty
- y one hundred and fifty thousand
- y track
- y unknown
- y why
- y yard
- y year
- y yen
- y young
- y yttrium
- yard detectives
- yd measure
- ye the (old word)
- ye you (old word)
- yea agreement
- yew tree
- yr year
- yr your
- ys wise
- ys youth leaders
- yt that (old word)
- yu jade
- yule you will, say
- yy wise
- z Zambia
- z bar
- z bend
- z cedilla
- z final letter
- z integers
- z izzard
- z last character
- z last letter
- z omega
- z seven
- z seven thousand
- z sound of sleep
- z zed
- z zee
- z zero
- z zeta
- zo cross *
- zr Zaire
- zz (sound of) snoring
- ----------------------------------------------------------------------
-
- --
- Ross Beresford, | Email (trusted): rberesfo@cix.compulink.co.uk
- 10 Wagtail Close, | (work): ross@siesoft.co.uk
- Twyford, Reading, | (under test): ross@dickens.demon.co.uk
- RG10 9ED, UK |
-
- ==> games/crosswords/cryptic/double.p <==
- Each clue has two solutions, one for each diagram; one of the answers
- to 1ac. determines which solutions are for which diagram.
-
- All solutions are in Chamber's and Webster's Third except for one solution
- of each of 1dn, 3dn and 4dn, which can be found in Webster's 2nd. edition.
-
- #######################################################################
- #1 |2 | | |3 |4 |5 #1 |2 | | |3 |4 |5 #
- # | | | | | | # | | | | | | #
- #----+----###########----#----#----#----+----###########----#----#----#
- #6 | |7 | | # # #6 | |7 | | # # #
- # | | | | # # # | | | | # # #
- #----#----#----######----#----#----#----#----#----######----#----#----#
- # # # #8 | | | # # # #8 | | | #
- # # # # | | | # # # # | | | #
- #----#----#----######----#----#----#----#----#----######----#----#----#
- #9 | | | # # # #9 | | | # # # #
- # | | | # # # # | | | # # # #
- #----#----#----######----#----#----#----#----#----######----#----#----#
- # # #10 | | | | # # #10 | | | | #
- # # # | | | | # # # | | | | #
- #----#----#----###########----+----#----#----#----###########----+----#
- #11 | | | | | | #11 | | | | | | #
- # | | | | | | # | | | | | | #
- #######################################################################
-
- Ac.
- 1. What can have distinctive looking heads spaced about more prominently
- right. (7)
- 6. Vermin that can overrun fish and t'English tor perhaps. (5)
- 8. Old testament reversal - Adam's conclusion, start of sin.
- Felines initially with everything there. (4)
- 9. Black initiated cut, oozed out naturally. (4)
- 10. For instance, 11 with spleen dropping I count? (5)
- 11. Provoked explosion of grenade. (7)
-
- Dn.
- 1. Some of club taking part in theatrical function, for the equivalent
- of a fraction of a pound. (6)
- 2. Close-in light meter in one formation originally treated as limestone. (6)
- 3. Xingu River hombres having symmetrical shape. (5)
- 4. About sex-appeal measure - what waitresses should be? (6)
- 5. Old penny, least damaged, was preserved. (6)
- 7. IRA to harm ruling Englishman; extremes could be belonging to group. (5)
-
- ==> games/crosswords/cryptic/double.s <==
- +-+-+-+-+-+-+-+-+-+-+-+-+-+-+
- |r e d c a p s|d e x t r a l|
- + + +-+-+ + + + + +-+-+ + + +
- |o t t e r|o|a|r o a c h|s|a|
- + + + +-+ + + + + + +-+ + + +
- |u|a|h|f a l l|a|z|m|t o m s|
- + + + +-+ + + + + + +-+ + + +
- |b l e d|r|i|t|c o o n|m|i|t|
- + + + +-+ + + + + + +-+ + + +
- |l|o|i r a t e|m|o|n o b l e|
- + + + +-+-+ + + + + +-+-+ + +
- |e n r a g e d|a n g e r e d|
- +-+-+-+-+-+-+-+-+-+-+-+-+-+-+
-
- Notes.
- Left grid: Ac. 1. R + spaced (anag). 6. T'E tor (anag). 8. F-all. 9. B-led.
- 10. I-rate. Dn. 1. Ro-ub-le. 2. T.A.L. in one (anag). 4. it in pole.
- 5. anag of D+least. 7. anag of initial letters.
- Right grid: Ac. 1. D-extra-L. 6. 3 mngs. 8. OT (rev) + m-s.
- 9. initial letters. 10. No.-b(i)le. Dn. Dra-c-ma. 2. Zoo(m) in one (anag).
- 3. hidden. 4. SA (rev) + mile. 5. anag of D+least. 7. anag of final letters.
-
- --------------------------------------------------------------------
-
- How I built it: it was hard!
- Basically, I started with a couple of word pairs which were easy to clue
- (e.g. enraged/angered - same meaning and anagrams of each other)
- and built a grid around them, trying to ensure corresponding words
- had something in common, either in meaning (their, among) or structure,
- (EtalON, EOzooN) and making sure that there was at least one word
- which could be used to distinguish the two grids (dextral).
- The clues were built in one of two ways:
- either the words had a common definition, and so a subsidiary indication
- which could refer to either was needed; or it was necessary to define each
- word in such a way that it was a subsidiary definition for all or part
- of the corresponding word, and deal with any remaining parts as before.
- I think the single hardest part was finding a definition of "interferometer"
- which could also be interpreted as "zoo" or "ozo".
-
- Roy
- rt@ukc.ac.uk
-
- ==> games/crosswords/cryptic/intro.p <==
- What are the rules for cluing cryptic crosswords?
- ==> games/crosswords/cryptic/intro.s <==
- This is a brief set of instructions for solving cryptic crossword puzzles
- for those of you who are intrigued by these puzzles, but haven't known how
- to begin solving them. For a more complete introduction, send a
- self-addressed, stamped envelope to The Atlantic Puzzler, 745 Boylston
- Street, Boston, Mass. 02116.
-
- The characteristic common to all cryptic crossword puzzles is the format of
- the clues. Each clue is a miniature word puzzle consisting of a straight
- definition of the answer and a cryptic definition of the answer. For
- example,
-
- Axle is poorly splined (7)
-
- yields SPINDLE. Axle is the straight definition. The cryptic definition
- (poorly splined) indicates an anagram of "splined". The number in
- parentheses is the number of letters in the answer. Punctuation and
- capitalization may be ignored in interpreting the clues.
-
- There are only eight categories of clues, as follows:
-
- 1. Anagram
-
- An anagram is a word formed by mixing up the letters of another word. An
- anagram clue is indicated by some word that means "mixed up", for
- example, out, crazy, bizarre, insane, etc. One or more words may
- contribute to the anagram. For example:
-
- Tim goes insane from selfishness (7)
-
- for EGOTISM (anagram of "Tim goes")
-
- 2. Double Definition
-
- A double definition is simply two definitions of the word. Most two-word
- clues are double definitions. For example:
-
- Release without charge (4)
-
- for FREE
-
- 3. Container
-
- A container clue indicates that something is to be put in (or wrapped
- around) something else. A container is indicated by phrases such as
- eaten by, contains, in, gobbles, etc. For example:
-
- In Missouri, consumed by fear (7)
-
- for AMONGST (MO = Missouri in ANGST = fear)
-
- 4. Hidden Word
-
- A hidden word is a word embedded in another word or words. It is
- indicated by phrases such as spot in, hides, at the heart of, covers,
- etc. For example:
-
- Worn spot in paper at typo (5)
-
- for RATTY (find ratty in "paper at typo")
-
- 5. Reversal
-
- A reversal is a definition of a word with the letters reversed. It is
- indicated by words such as back, reversed, up (for down clues), leftward
- (for across clues), etc. For example:
-
- Egad! Ray entirely reversed the lot of cloth (7)
-
- for YARDAGE ("Egad! Ray" reversed)
-
- 6. Homophone
-
- A homophone definition is a definition of a word that sounds the same as
- the answer, but is spelled differently. A homophone is indicated by
- words such as in audience, I hear, mouthed, verbally, etc. For example:
-
- Regrets prank, I hear (4)
-
- for RUES (the homophone is RUSE = prank)
-
- 7. Charade
-
- In a charade, the pieces of the word are "spelled" out in order. There
- are no auxiliary words that indicate a charade. For example:
-
- Excite a jerk extremist (7)
-
- for FANATIC (FAN = excite, A, TIC = jerk)
-
- 8. Deletion
-
- A deletion is a clue where you are instructed to remove a part of some
- word to make another word. For example,
-
- Times with poor wages (4)
-
- for AGES (with-poor WAGES, where with is abbreviated by W)
-
- Often the clue types are combined. Some common examples are 1) hidden word
- reversals where the answer is found backwards embedded in other words, and
- 2) containers or charades where the parts are anagrams. For example:
-
- Car shops have broken gear immersed in gasoline. (7)
-
- for GARAGES (RAGE = gear anagram in GAS = gasoline)
-
- All manner of common abbreviations, acronyms, and other symbology such as
- roman numerals are allowed. For example:
-
- c one hundred, cup, or centigrade
- vi six
- h hot
- s small
- ca california
-
- Two punctuation marks at the end of the clue have been reserved for special
- meaning. A question mark (?) indicates that the straight clue is not
- entirely straight (usually a pun). For example:
-
- I tie down mascara holder soundly? (7)
-
- for EYELASH (homophone of "I lash", mascara holder is a punning
- definition of EYELASH)
-
- An exclamation point (!) indicates that some part (usually all) of the clue
- overlaps. For example, the straight definition may also be the anagram
- indicator. Here is an example that entirely overlaps:
-
- A moped also has these! (6)
-
- for PEDALS (hidden word)
-
- Here, the entire clue indicates the hidden word, but the entire clue is
- also a straight definition of the answer.
-
- Give it a try! Cryptic crossword puzzles are a lot of fun.
-
- -- Steve Koehler
- ucsd.edu!telesoft!koehler
- telesoft!koehler@ucsd.edu
- koehler@telesoft.com
-
- ==> games/go-moku.p <==
- For a game of k in a row on an n x n board, for what values of k and n is
- there a win? Is (the largest such) k eventually constant or does it increase
- with n?
-
- ==> games/go-moku.s <==
- Berlekamp, Conway, and Guy's _Winning_Ways_ reports proof that the
- maximum k is between 4 and 7 inclusive, and it appears to be 5 or 6.
- They report:
-
- . 4-in-a-row is a draw on a 5x5 board (C. Y. Lee), but not on a 4x30
- board (C. Lustenberger).
-
- . N-in-a-row is shown to be a draw on a NxN board for N>4, using a
- general pairing technique devised by A. W. Hales and R. I. Jewett.
-
- . 9-in-a-row is a draw even on an infinite board, a 1954 result of H. O.
- Pollak and C. E. Shannon.
-
- . More recently, the pseudonymous group T. G. L. Zetters showed that
- 8-in-a-row is a draw on an infinite board, and have made some
- progress on showing infinite 7-in-a-row to be a draw.
-
- Go-moku is 5-in-a-row played on a 19x19 go board. It is apparently a
- win for the first player, and so the Japanese have introduced several
- 'handicaps' for the first player (e.g., he must win with _exactly_
- five: 6-in-a-row doesn't count), but apparently the game is still a win
- for the first player. None of these apparent results have been
- proven.
-
- ==> games/hi-q.p <==
- What is the quickest solution of the game Hi-Q (also called Solitair)?
-
- For those of you who aren't sure what the game looks like:
-
- 32 movable pegs ("+") are arranged on the following board such that
- only the middle position is empty ("-"). Just to be complete: the board
- consists of only these 33 positions.
-
- 1 2 3 4 5 6 7
- 1 + + +
- 2 + + +
- 3 + + + + + + +
- 4 + + + - + + +
- 5 + + + + + + +
- 6 + + +
- 7 + + +
-
- A piece moves on this board by jumping over one of its immediate
- neighboor (horizontally or vertically) into an empty space opposite.
- The peg that was jumped over, is hit and removed from the board. A
- move can contain multiple hits if you use the same peg to make the
- hits.
-
- You have to end with one peg exactly in the middle position (44).
-
- ==> games/hi-q.s <==
- 1: 46*44
- 2: 65*45
- 3: 57*55
- 4: 54*56
- 5: 52*54
- 6: 73*53
- 7: 43*63
- 8: 75*73*53
- 9: 35*55
- 10: 15*35
- 11: 23*43*63*65*45*25
- 12: 37*57*55*53
- 13: 31*33
- 14: 34*32
- 15: 51*31*33
- 16: 13*15*35
- 17: 36*34*32*52*54*34
- 18: 24*44
-
- Found by Ernest Bergholt in 1912 and was proved to be minimal by John Beasley
- in 1964.
-
- References
- The Ins and Outs of Peg Solitaire
- John D Beasley
- Oxford U press, 1985
- ISBN 0-19-853203-2
-
- Winning Ways, Vol. 2, Ch. 23
- Berlekamp, E.R.
- Academic Press, 1982
- ISBN 01-12-091102-7
-
- ==> games/jeopardy.p <==
- What are the highest, lowest, and most different scores contestants
- can achieve during a single game of Jeopardy?
-
- ==> games/jeopardy.s <==
- highest: $283,200.00, lowest: -$29,000.00, biggest difference: $309,700.00
-
- (1) Our theoretical contestant has an itchy trigger finger, and rings in with
- an answer before either of his/her opponents.
-
- (2) The daily doubles (1 in the Jeopardy! round, 2 in the Double Jeopardy!
- round) all appear under an answer in the $100 or $200 rows.
-
- (3) All answers given by our contestant are (will be?) correct.
-
- Therefore:
-
- Round 1 (Jeopardy!): Max. score per category: $1500.
- For 6 categories - $100 for the DD, that's $8900.
- Our hero bets the farm and wins - score: $17,800.
-
- Round 2 (Double Jeopardy!):
- Max. score per category: $3000.
- Assume that the DDs are found last, in order.
- For 6 categories - $400 for both DDs, that's $17,600.
- Added to his/her winnings in Round 1, that's $35,400.
- After the 1st DD, where the whole thing is wagered,
- the contestant's score is $70,800. Then the whole
- amount is wagered again, yielding a total of $141,600.
-
- Round 3 (Final Jeopardy!):
- Our (very greedy! :) hero now bets the whole thing, to
- see just how much s/he can actually win. Assuming that
- his/her answer is right, the final amount would be
- $283,200.
-
- But the contestant can only take home $100,000; the rest is donated to
- charity.
-
- To calculate the lowest possible socre:
-
- -1500 x 6 = -9000 + 100 = -8900.
-
- On the Daily Double that appears in the 100 slot, you bet the maximum
- allowed, 500, and lose. So after the first round, you are at -9400.
-
- -3000 x 6 = -18000 + 400 = -17600
-
- On the two Daily Doubles in the 200 slots, bet the maximum allowed, 1000. So
- after the second round you are at -9400 + -19600 = -29000. This is the
- lowest score you can achieve in Jeopardy before the Final Jeopardy round.
-
- The caveat here is that you *must* be the person sitting in the left-most
- seat (either a returning champion or the luckier of the three people who
- come in after a five-time champion "retires") at the beginning of the game,
- because otherwise you will not have control of the board when the first
- Daily Double comes along.
-
- ==> games/knight.tour.p <==
- For what board sizes is a knight's tour possible?
-
- ==> games/knight.tour.s <==
- A tour exists for boards of size 1x1, 3x4, 3xN with N >= 7, 4xN with N >= 5,
- and MxN with N >= M >= 5. In other words, for all rectangles except 1xN
- (excluding the trivial 1x1), 2xN, 3x3, 3x5, 3x6, 4x4.
-
- With the exception of 3x8 and 4xN, any even-sized board which allows a tour
- will also allow a closed (reentrant) tour.
-
- On an odd-sided board, there is one more square of one color than
- of the other. Every time a knight moves, it moves to a square of
- the other color than the one it is on. Therefore, on an odd-sided
- board, it must end the last move but one of the complete, reentrant
- tour on a square of the same color as that on which it started.
- It is then impossible to make the last move, for that move would end
- on a square of the same color as it begins on.
-
- Here is a solution for the 7x7 board (which is not reentrant).
- ------------------------------------
- | 17 | 6 | 33 | 42 | 15 | 4 | 25 |
- ------------------------------------
- | 32 | 47 | 16 | 5 | 26 | 35 | 14 |
- ------------------------------------
- | 7 | 18 | 43 | 34 | 41 | 24 | 3 |
- ------------------------------------
- | 46 | 31 | 48 | 27 | 44 | 13 | 36 |
- ------------------------------------
- | 19 | 8 | 45 | 40 | 49 | 2 | 23 |
- ------------------------------------
- | 30 | 39 | 10 | 21 | 28 | 37 | 12 |
- ------------------------------------
- | 9 | 20 | 29 | 38 | 11 | 22 | 1 |
- ------------------------------------
-
- Here is a solution for the 5x5 board (which is not reentrant).
- --------------------------
- | 5 | 10 | 15 | 20 | 3 |
- --------------------------
- | 16 | 21 | 4 | 9 | 14 |
- --------------------------
- | 11 | 6 | 25 | 2 | 19 |
- --------------------------
- | 22 | 17 | 8 | 13 | 24 |
- --------------------------
- | 7 | 12 | 23 | 18 | 1 |
- --------------------------
-
- Here is a reentrant 2x4x4 tour:
- 0 11 16 3 15 4 1 22
- 19 26 9 24 8 23 14 27
- 10 5 30 17 31 12 21 2
- 29 18 25 6 20 7 28 13
- A reentrant 4x4x4 tour can be constructed by splicing two copies.
-
- It shouldn't be much more work now to completely solve the problem of which 3D
- rectangular boards allow tours.
-
- ==> games/nim.p <==
- Place 10 piles of 10 $1 bills in a row. A valid move is to reduce
- the last i>0 piles by the same amount j>0 for some i and j; a pile
- reduced to nothing is considered to have been removed. The loser
- is the player who picks up the last dollar, and they must forfeit
- half of what they picked up to the winner.
-
- 1) Who is the winner in Waldo Nim, the first or the second player?
-
- 2) How much more money than the loser can the winner obtain with best
- play on both parties?
-
- ==> games/nim.s <==
- For the particular game described we only need to consider positions for
- which the following condition holds for each pile:
-
- (number of bills in pile k) + k >= (number of piles) + 1
-
- A GOOD position is defined as one in which this condition holds,
- with equality applying only to one pile P, and all piles following P
- having the same number of bills as P.
- ( So the initial position is GOOD, the special pile being the first. )
- I now claim that if I leave you a GOOD position, and you make any move,
- I can move back to a GOOD position.
-
- Suppose there are n piles and the special pile is numbered (n-p+1)
- (so that the last p piles each contain p bills).
- (1) You take p bills from p or more piles;
- (a) If p = n, you have just taken the last bill and lost.
- (b) Otherwise I reduce pile (n-p) (which is now the last) to 1 bill.
- (2) You take p bills from r(<p) piles;
- I take r bills from (p-r) piles.
- (3) You take q(<p) bills from p or more piles;
- I take (p-q) bills from q piles.
- (4) You take q(<p) bills from r(<p) piles;
- (a) q+r>p; I take (p-q) bills from (q+r-p) piles
- (b) q+r<=p; I take (p-q) bills from (q+r) piles
-
- Verifying that each of the resulting positions is GOOD is tedious
- but straightforward. It is left as an exercise for the reader.
-
- -- RobH
-
- ==> games/othello.p <==
- How good are computers at Othello?
-
- ==> games/othello.s <==
- The interesting game in which computers are undoubted masters of all they
- survey is Othello, where Kai-Fu Lee's (CMU) program "Bill" is so good it can
- only play itself to learn to get better. Bill has a fantastically
- correct and efficient evaluation function, that recently has been further
- improved by learning coefficients for additional terms made up of the
- pair-wise combination of the four old terms. This improved the quality
- of the play approximately as much as searching an extra two ply.
-
- Bill is so good it can beat lots of players with no search at all. Its
- 6 or 7 ply search sweeps aside all opposition (though Kai-Fu says that some
- very good players are now coming along in Japan, and he is not sure whether
- Bill would beat them). One interesting question remaining in Othello is
- the game theoretic value of the starting position. Bill's results seem
- to indicate that the first player has an advantage. It appears that,
- since Kai-Fu has published all his evaluation material, someone could
- build an Othello machine, and produce a constructive proof (as was done
- for Cubic) that it is a win for the first player.
-
- ==> games/risk.p <==
- What are the odds when tossing dice in Risk?
-
- ==> games/risk.s <==
- Attacker using 3 dice, Defender using 2:
-
- Probability that Attacker wins 2 = 2323 / 7776
- Probability that Attacker wins 1 = 3724 / 7776
- Probability that Attacker wins 0 = 1729 / 7776
-
- Attacker using 3 dice, Defender using 1:
-
- Probability that Attacker wins 1 = 855 / 1296
- Probability that Attacker wins 0 = 441 / 1296
-
- Attacker using 2 dice, Defender using 2:
-
- Probability that Attacker wins 2 = 225 / 1296
- Probability that Attacker wins 1 = 630 / 1296
- Probability that Attacker wins 0 = 441 / 1296
-
- Attacker using 2 dice, Defender using 1:
-
- Probability that Attacker wins 1 = 125 / 216
- Probability that Attacker wins 0 = 91 / 216
-
- Attacker using 1 dice, Defender using 2:
-
- Probability that Attacker wins 1 = 90 / 216
- Probability that Attacker wins 0 = 126 / 216
-
- Attacker using 1 dice, Defender using 1:
-
- Probability that Attacker wins 1 = 15 / 36
- Probability that Attacker wins 0 = 21 / 36
-
- ==> games/rubiks.clock.p <==
- How do you quickly solve Rubik's clock?
-
- ==> games/rubiks.clock.s <==
- Solution to Rubik's Clock
-
- The solution to Rubik's Clock is very simple and the clock can be
- "worked" in 10-20 seconds once the solution is known.
-
- In this description of how to solve the clock I will describe
- the different clocks as if they were on a map (e.g. N,NE,E,SE,S,SW,W,NW);
- this leaves the middle clock which I will just call M.
- To work the Rubik's clock choose one side to start from; it does
- not matter from which side you start. Your initial goal
- will be to align the N,S,E,W and M clocks. Use the following algorithm
- to do this:
-
- [1] Start with all buttons in the OUT position.
-
- [2] Choose a N,S,E,W clock that does not already have the
- same time as M (i.e. not aligned with M).
-
- [3] Push in the closest two buttons to the clock you chose in [2].
-
- [4] Using the knobs that are farest away from the clock you chose in
- [2] rotate the knob until M and the clock you chose are aligned.
- The time on the clocks at this point does not matter.
-
- [5] Go back to [1] until N,S,E,W and M are in alignment.
-
- [6] At this point N,S,E,W and M should all have the same time.
- Make sure all buttons are out and rotate any knob
- until N,S,E,W and M are pointing to 12 oclock.
-
- Now turn the puzzle over and repeat steps [1]-[6] for this side. DO NOT
- turn any knobs other than the ones described in [1]-[6]. If you have
- done this correctly then on both sides of the puzzle N,S,E,W and M will
- all be pointing to 12.
-
- Now to align NE,SE,SW,NW. To finish the puzzle you only need to work from
- one side. Choose a side and use the following algorithm to align the
- corners:
-
- [1] Start with all buttons OUT on the side you're working from.
-
- [2] Choose a corner that is not aligned.
-
- [3] Press the button closest to that corner in.
-
- [4] Using any knob except for that corner's knob rotate all the
- clocks until they are in line with the corner clock.
- (Here "all the clocks" means N,S,E,W,M and any other clock
- that you have already aligned)
- There is no need at this point to return the clocks to 12
- although if it is less confusing you can. Remember to
- return all buttons to their up position before you do so.
-
- [5] Return to [1] until all clocks are aligned.
-
- [6] With all buttons up rotate all the clocks to 12.
-
- ==> games/rubiks.cube.p <==
- What is known about bounds on solving Rubik's cube?
-
- ==> games/rubiks.cube.s <==
- The "official" world record was set by Minh Thai at the 1982 World
- Championships in Budapest Hungary, with a time of 22.95 seconds.
-
- Keep in mind mathematicians provided standardized dislocation patterns
- for the cubes to be randomized as much as possible.
-
- The fastest cube solvers from 19 different countries had 3 attempts each
- to solve the cube as quickly as possible. Minh and several others have
- unofficially solved the cube in times between 16 and 19 seconds.
- However, Minh averages around 25 to 26 seconds after 10 trials, and by
- best average of ten trials is about 27 seconds (although it is usually
- higher).
-
- Consider that in the World Championships 19 of the world's fastest cube
- solvers each solved the cube 3 times and no one solved the cube in less
- than 20 seconds...
-
- God's algorithm is the name given to an as yet (as far as I know)
- undiscovered method to solve the rubik's cube in the least number of moves;
- as apposed to using 'canned' moves.
-
- The known lower bound is 18 moves. This is established by looking at things
- backwards: suppose we can solve a position in N moves. Then by running the
- solution backwards, we can also go from the solved position to the position
- we started with in N moves. Now we count how many sequences of N moves there
- are from the starting position, making certain that we don't turn the same
- face twice in a row:
-
- N=0: 1 (empty) sequence;
- N=1: 18 sequences (6 faces can be turned, each in 3 different ways)
- N=2: 18*15 sequences (take any sequence of length 1, then turn any of the
- five faces which is not the last face turned, in any of 3 different
- ways);
- N=3: 18*15*15 sequences (take any sequence of length 2, then turn any of
- the five faces which is not the last face turned, in any of 3
- different ways);
- :
- :
- N=i: 18*15^(i-1) sequences.
-
- So there are only 1 + 18 + 18*15 + 18*15^2 + ... + 18*15^(n-1) sequences of
- moves of length n or less. This sequence sums to (18/14)*(15^n - 1) + 1.
- Trying particular values of n, we find that there are about 8.4 * 10^18
- sequences of length 16 or less, and about 1.3 times 10^20 sequences of
- length 17 or less.
-
- Since there are 2^10 * 3^7 * 8! * 12!, or about 4.3 * 10^19, possible
- positions of the cube, we see that there simply aren't enough sequences of
- length 16 or less to reach every position from the starting position. So not
- every position can be solved in 16 or less moves - i.e. some positions
- require at least 17 moves.
-
- This can be improved to 18 moves by being a bit more careful about counting
- sequences which produce the same position. To do this, note that if you turn
- one face and then turn the opposite face, you get exactly the same result as
- if you'd done the two moves in the opposite order. When counting the number
- of essentially different sequences of N moves, therefore, we can split into
- two cases:
-
- (a) Last two moves were not of opposite faces. All such sequences can be
- obtained by taking a sequence of length N-1, choosing one of the 4 faces
- which is neither the face which was last turned nor the face opposite
- it, and choosing one of 3 possible ways to turn it. (If N=1, so that the
- sequence of length N-1 is empty and doesn't have a last move, we can
- choose any of the 6 faces.)
-
- (b) Last two moves were of opposite faces. All such sequences can be
- obtained by taking a sequence of length N-2, choosing one of the 2
- opposite face pairs that doesn't include the last face turned, and
- turning each of the two faces in this pair (3*3 possibilities for how it
- was turned). (If N=2, so that the sequence of length N-2 is empty and
- doesn't have a last move, we can choose any of the 3 opposite face
- pairs.)
-
- This gives us a recurrence relation for the number X_N of sequences of
- length N:
-
- N=0: X_0 = 1 (the empty sequence)
- N=1: X_1 = 18 * X_0 = 18
- N=2: X_2 = 12 * X_1 + 27 * X_0 = 243
- N=3: X_3 = 12 * X_2 + 18 * X_1 = 3240
- :
- :
- N=i: X_i = 12 * X_(i-1) + 18 * X_(i-2)
-
- If you do the calculations, you find that X_0 + X_1 + X_2 + ... + X_17 is
- about 2.0 * 10^19. So there are fewer essentially different sequences of
- moves of length 17 or less than there are positions of the cube, and so some
- positions require at least 18 moves.
-
- The upper bound of 50 moves is I believe due to Morwen Thistlethwaite, who
- developed a technique to solve the cube in a maximum of 50 moves. It
- involved a descent through a chain of subgroups of the full cube group,
- starting with the full cube group and ending with the trivial subgroup (i.e.
- the one containing the solved position only). Each stage involves a careful
- examination of the cube, essentially to work out which coset of the target
- subgroup it is in, followed by a table look-up to find a sequence to put it
- into that subgroup. Needless to say, it was not a fast technique!
-
- But it was fascinating to watch, because for the first three quarters or so
- of the solution, you couldn't really see anything happening - i.e. the
- position continued to appear random! If I remember correctly, one of the
- final subgroups in the chain was the subgroup generated by all the double
- twists of the faces - so near the end of the solution, you would suddenly
- notice that each face only had two colours on it. A few moves more and the
- solution was complete. Completely different from most cube solutions, in
- which you gradually see order return to chaos: with Morwen's solution, the
- order only re-appeared in the last 10-15 moves.
-
- With God's algorithm, of course, I would expect this effect to be even more
- pronounced: someone solving the cube with God's algorithm would probably
- look very much like a film of someone scrambling the cube, run in reverse!
-
- Finally, something I'd be curious to know in this context: consider the
- position in which every cubelet is in the right position, all the corner
- cubelets are in the correct orientation, and all the edge cubelets are
- "flipped" (i.e. the only change from the solved position is that every edge
- is flipped). What is the shortest sequence of moves known to get the cube
- into this position, or equivalently to solve it from this position? (I know
- of several sequences of 24 moves that do the trick.)
-
- The reason I'm interested in this particular position: it is the unique
- element of the centre of the cube group. As a consequence, I vaguely suspect
- (I'd hardly like to call it a conjecture :-) it may lie "opposite" the
- solved position in the cube graph - i.e. the graph with a vertex for each
- position of the cube and edges connecting positions that can be transformed
- into each other with a single move. If this is the case, then it is a good
- candidate to require the maximum possible number of moves in God's
- algorithm.
-
- -- David Seal dseal@armltd.co.uk
-
- To my knowledge, no one has ever demonstrated a specific cube position
- that takes 15 moves to solve. Furthermore, the lower bound is known to
- be greater than 15, due to a simple proof.
-
- The way we know the lower bound is by working backwards counting how
- many positions we can reach in a small number of moves from the solved
- position. If this is less than 43,252,003,274,489,856,000 (the total
- number of positions of Rubik's cube) then you need more than that
- number of moves to reach the other positions of the cube. Therefore,
- those positions will require more moves to solve.
-
- The answer depends on what we consider a move. There are three common
- definitions. The most restrictive is the QF metric, in which only a
- quarter-turn of a face is allowed as a single move. More common is
- the HF metric, in which a half-turn of a face is also counted as a
- single move. The most generous is the HS metric, in which a quarter-
- turn or half-turn of a central slice is also counted as a single move.
- These metrics are sometimes called the 12-generator, 18-generator, and
- 27-generator metrics, respectively, for the number of primitive moves.
- The definition does not affect which positions you can get to, or even
- how you get there, only how many moves we count for it.
-
- The answer is that even in the HS metric, the lower bound is 16,
- because at most 17,508,850,688,971,332,784 positions can be reached
- within 15 HS moves. In the HF metric, the lower bound is 18, because
- at most 19,973,266,111,335,481,264 positions can be reached within 17
- HF moves. And in the QT metric, the lower bound is 21, because at
- most 39,812,499,178,877,773,072 positions can be reached within 20 QT
- moves.
-
- -- jjfink@skcla.monsanto.com writes:
-
-
- Lately in this conference I've noted several messages related to Rubik's
- Cube and Square 1. I've been an avid cube fanatic since 1981 and I've
- been gathering cube information since.
-
- Around Feb. 1990 I started to produce the Domain of the Cube Newsletter,
- which focuses on Rubik's Cube and all the cube variants produced to
- date. I include notes on unproduced prototype cubes which don't even
- exist, patent information, cube history (and prehistory), computer
- simulations of puzzles, etc. I'm up to the 4th issue.
-
- Anyways, if you're interested in other puzzles of the scramble by
- rotation type you may be interested in DOTC. It's available free to
- anyone interested. I am especially interested in contributing articles
- for the newsletter, e.g. ideas for new variants, God's Algorithm.
-
- Anyone ever write a Magic Dodecahedron simulation for a computer? Anyone
- understand Morwen Thistlethwaite's 50 move solution to Rubik's Cube? I'd
- love to hear from you.
-
- Drop me a SASE (say empire size) if you're interested in DOTC or if you
- would like to exchange notes on Rubik's Cube, Square 1 etc.
-
- I'm also interested in exchanging puzzle simulations, e.g. Rubik's Cube,
- Twisty Torus, NxNxN Simulations, etc, for Amiga and IBM computers. I've
- written several Rubik's Cube solving programs, and I'm trying to make
- the definitive puzzle solving engine. I'm also interested in AI programs
- for Rubik's Cube and the like.
-
- Ideal Toy put out the Rubik's Cube Newsletter, starting with
- issue #1 on May 1982. There were 4 issues in all, and I'm missing
- #3.
-
- I have: #1, May 1982
- #2, Aug 1982
- #3, Aug 1983
-
- I am willing to trade photocopies with anyone to obtain #3.
-
- There was another sort of magazine, published in several languages
- called Rubik's Logic and Fantasy in space. I believe there were 8
- issues in all. Unfortunately I don't have any of these! I'm willing
- to buy these off anyone interesting in selling. I would like to get the
- originals if at all possible...
-
- I'm also interested in buying any books on the cube or related puzzles.
- In particular I am _very_ interested in obtaining the following:
-
- Cube Games Don Taylor, Leanne Rylands
- Official Solution to Alexander's Star Adam Alexander
- The Amazing Pyraminx Dr. Ronald Turner-Smith
- The Winning Solution Minh Thai
- The Winning Solution to Rubik's Revenge Minh Thai
- Simple Solutions to Cubic Puzzles James G. Nourse
-
- I'm also interested in buying puzzles of the mechanical type.
- I'm still missing the Pyraminx Star (basically a Pyraminx with more tips
- on it), the Puck, and Hungarian Rings.
-
- If anyone out here is a fellow collector I'd like to hear from you.
- If you have a cube variant which you think is rare, or an idea for a
- cube variant we could swap notes.
-
- I'm in the middle of compiling an exhaustive library for computer
- simulations of puzzles. This includes simulations of all Uwe Meffert's
- puzzles which he prototyped but _never_ produced. In fact, I'm in the
- middle of working on a Pyraminx Hexagon solver. What? Never heard of it?
- Meffert did a lot of other puzzles which never were made.
-
- I invented some new "scramble by rotation" puzzles myself. My favourite
- creation is the Twisty Torus. It is a torus puzzle with segments (which
- slide around 360 degrees) with multiple rings around the circumference.
-
- The computer puzzle simulation library I'm forming will be described
- in depth in DOTC #4 (The Domain of the Cube Newsletter). So if you
- have any interesting computer puzzle programs please email me and
- tell me all about them!
-
- Also to the people interested in obtaining a subscription to DOTC,
- who are outside of Canada (which it seems is just about all of you!)
- please don't send U.S. or non-Canadian stamps (yeah, I know I said
- Self-Addressed Stamped Envelope before). Instead send me an
- international money order in Canadian funds for $6. I'll send you
- the first 4 issues (issue #4 is almost finished).
-
- Mark Longridge
- Address: 259 Thornton Rd N, Oshawa Ontario Canada, L1J 6T2
- Email: mark.longridge@canrem.com
-
- One other thing, the six bucks is not for me to make any money. This
- is only to cover the cost of producing it and mailing it. I'm
- just trying to spread the word about DOTC and to encourage other
- mechanical puzzle lovers to share their ideas, books, programs and
- puzzles. Most of the programs I've written and/or collected are
- shareware for C64, Amiga and IBM. I have source for all my programs
- (all in C or Basic) and I am thinking of providing a disk with the
- 4th issue of DOTC. If the response is favourable I will continue
- to provide disks with DOTC.
-
- -- Mark Longridge <mark.longridge@canrem.com> writes:
-
- It may interest people to know that in the latest issue of "Cubism For Fun" %
- (# 28 that I just received yesterday) there is an article by Herbert Kociemba
- from Darmstadt. He describes a program that solves the cube. He states that
- until now he has found no configuration that required more than 21 turns to
- solve.
-
- He gives a 20 move manoeuvre to get at the "all edges flipped/
- all corners twisted" position:
- DF^2U'B^2R^2B^2R^2LB'D'FD^2FB^2UF'RLU^2F'
- or in Varga's parlance:
- dofitabiribirilobadafodifobitofarolotifa
-
- Other things #28 contains are an analysis of Square 1, an article about
- triangular tilings by Martin Gardner, and a number of articles about other
- puzzles.
- --
- % CFF is a newsletter published by the Dutch Cubusts Club NKC.
- Secretary:
- Anneke Treep
- Postbus 8295
- 6710 AG Ede
- The Netherlands
- Membership fee for 1992 is DFL 20 (about$ 11).
- --
- -- dik t. winter <dik@cwi.nl>
-
- References:
-
- E. C. Turner & K. F. Gold, "Rubik's Groups", American Mathematical Monthly,
- vol. 92 (1985), pp. 617-629.
-
- Cubelike Puzzles - What Are They and How Do You Solve Them?
- J.A. Eidswick A.M.M. March, 1986
-
- Rubik's Revenge: The Group Theoretical Solution
- Mogens Esrom Larsen A.M.M. June-July, 1985
-
- The Group of the Hungarian Magic Cube
- Chris Rowley Proceedings of the First Western Austrialian
- Conference on Algebra, 1982
-
- Rubik's Cubic Compendium
- Erno Rubik, Tamas Varga, et al
- (Ed by David Singmaster)
- Oxford University Press, 1987
- (Some chapters on mathematics of the cube.)
-
- David Singmaster, _Notes on Rubik's `Magic Cube'_
-
- "Winning Ways"
- by
- Berlekamp, Elwyn R.
- Conway, John H.
- Guy, Richard K.
- Volume two, pages 760-768, 808, 809
-
- ==> games/rubiks.magic.p <==
- How do you solve Rubik's Magic?
-
- ==> games/rubiks.magic.s <==
- The solution is in a 3x3 grid with a corner missing.
-
- +---+---+---+ +---+---+---+---+
- | 3 | 5 | 7 | | 1 | 3 | 5 | 7 |
- +---+---+---+ +---+---+---+---+
- | 1 | 6 | 8 | | 2 | 4 | 6 | 8 |
- +---+---+---+ +---+---+---+---+
- | 2 | 4 | Original Shape
- +---+---+
-
- To get the 2x4 "standard" shape into this shape, follow this:
- 1. Lie it flat in front of you (4 going across).
- 2. Flip the pair (1,2) up and over on top of (3,4).
- 3. Flip the ONE square (2) up and over (1).
- [Note: if step 3 won't go, start over, but flip the entire original shape
- over (exposing the back).]
- 4. Flip the pair (2,4) up and over on top of (5,6).
- 5. Flip the pair (1,2) up and toward you on top of (blank,4).
- 6. Flip the ONE square (2) up and left on top of (1).
- 7. Flip the pair (2,4) up and toward you.
-
- Your puzzle won't be completely solved, but this is how to get the shape.
- Notice that 3,5,6,7,8 don't move.
-
- ==> games/scrabble.p <==
- What are some exceptional scrabble games?
-
- ==> games/scrabble.s <==
- The shortest scrabble game:
-
- The Scrabble Players News, Vol. XI No. 49, June 1983, contributed by
- Kyle Corbin of Raleigh, NC:
-
- [J]
- J U S
- S O X
- [X]U
-
- which can be done in 4 moves, JUS, SOX, [J]US, and [X]U.
-
- In SPN Vol. XI, No. 52, December 1983, Alan Frank presented what
- he claimed is the shortest game where no blanks are used, also
- four moves:
-
- C
- WUD
- CUKES
- DEY
- S
-
- This was followed in SPN, Vol. XII No. 54, April 1984, by Terry Davis
- of Glasgow, KY:
-
- V
- V O[X]
- [X]U,
-
- which is three moves. He noted that the use of two blanks prevents
- such plays as VOLVOX. Unfortunately, it doesn't prevent SONOVOX.
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Record for the highest scrabble score in a single turn (in a legal position):
-
- According to the Scrabble Players Newspaper (since renamed to
- Scrabble Players News) issue 44, p13, the highest score for one
- turn yet discovered, using the Official Scrabble Players
- Dictionary, 1st ed. (the 2nd edition is now in use in club and
- tournament play) and the Websters 9th New Collegiate Dictionary,
- was the following:
-
- d i s e q u i l i b r a t e D
- . . . . . . . e . . . . . . e
- . . . . . . . e . . . . . o m
- r a d i o a u t o g r a p(h)Y
- . . . . . . . . . . . w a s T
- . . . . . . . . . . b e . . h
- . . . . . . . . . . a . . g o
- . . . c o n j u n c t i v a L
- . . . . . . . . . . . . . n o
- . . . . . . . f i n i k i n G
- . . . . . . . a . . . (l) e i
- . . . . . . . d . s p e l t Z
- . . . . . . w e . . . . . . e
- . . . . . . r . . . . . . o r
- m e t h o x y f l u r a n e S
-
- for 1682 points.
-
-
- According to the May 1986 issue of GAMES, the highest known score achievable
- in one turn is 1,962 points. The word is BENZOXYCAMPHORS formed across the
- three triple-word scores on the bottom of the board. Apparently it was
- discovered by Darryl Francis, Ron Jerome, and Jeff Grant.
-
- As for other Scrabble trivia, the highest-scoring first move based on the
- Official Scrabble Players Dictionary is 120 points, with the words JUKEBOX,
- QUIZZED, SQUEEZE, or ZYMURGY. If Funk & Wagnall's New Standard Dictionary
- is used then ZYXOMMA, worth 130 points, can be formed.
-
- The highest-scoring game, based on Webster's Second and Third and on the
- Oxford English Dictionary, was devised by Ron Jerome and Ralph Beaman and
- totalled 4,142 points for the two players. The highest-scoring words in
- the game were BENZOXYCAMPHORS, VELVETEEN, and JACKPUDDINGHOOD.
-
- The following example of a SCRABBLE game produced a score of 2448 for one
- player and 1175 for the final word. It is taken from _Beyond Language_ (1967)
- by Dmitri Borgman (pp. 217-218). He credits this solution to Mrs. Josefa H.
- Byrne of San Francisco and implies that all words can be found in _Webster's
- Second Edition_. The two large words (multiplied by 27 as they span 3 triple
- word scores) are ZOOPSYCHOLOGIST (a psychologist who treats animals rather
- than humans) and PREJUDICATENESS (the condition or state of being decided
- beforehand). The asterisks (*) represent the blank tiles. (Please excuse
- any typo's).
-
- Board Player1 Player2
-
- Z O O P S Y C H O L O G I S T ABILITY 76 ERI, YE 9
- O N H A U R O W MAN, MI 10 EN 2
- * R I B R O V E I FEN, FUN 14 MANIA 7
- L T I K E G TABU 12 RIB 6
- O L NEXT 11 AM 4
- G I AX 9 END 6
- I T IT, TIKE 10 LURE 6
- * Y E LEND, LOGIC*AL 79 OO*LOGICAL 8
- A R FUND, JUD 27 ATE, MA 7
- L E N D M I ROVE 14 LO 2
- E A Q DARE, DE 13 ES, ES, RE 6
- W A X F E N U RE, ROW 14 IRE, IS, SO 7
- E T A B U I A DARED, QUAD 22 ON 4
- E N A M D A R E D WAX, WEE 27 WIG 9
- P R E J U D I C A T E N E S S CHIT, HA 14 ON 2
- PREJUDICATENESS,
- AN, MANIAC,
- QUADS, WEEP 911 OOP 8
- ZOOPSYCHOLOGIST,
- HABILITY, TWIG,
- ZOOLOGICAL 1175
- --------------------------------------
- Total: 2438 93
-
- F, N, V, T in
- loser's hand: +10 -10
- --------------------------------------
- Final Score: 2448 83
-
-
- ---------------------------------------------------------------------------
- It is possible to form the following 14 7-letter OSPD words from the tiles:
- HUMANLY
- FATUOUS
- AMAZING
- EERIEST
- ROOFING
- TOILERS
- QUIXOTE
- JEWELRY
- CAPABLE
- PREVIEW
- BIDDERS
- HACKING
- OVATION
- DONATED
-
- ==> games/square-1.p <==
- Does anyone have any hints on how to solve the Square-1 puzzle?
-
-